Using technology can change the way teachers teach. Some teachers use technology in 'teacher-centered' ways. On the other hand, some teachers use technology to support more student-centered approaches to instruction, so that students can conduct their own scientific inquiries and engage in collaborative activities while the teacher assumes the role of facilitator or coach.
In the past, game-based learning environments were prohibitively expensive for most organizations. Traditional game- and simulation-based learning applications have typically entailed mainframes, special interface equipment, and a years-long design, development and implementation process. Only a few sectors—most notably, aviation and the military—were able to justify the cost, because the quality of training was a life-or-death issue. More recently, health care organizations and medical schools have begun to rely on games and simulations, and practice on these tools is now encouraged or even required. For example, the FDA now requires virtual reality training for placement of some stents, and many medical schools have established centers dedicated to simulation training.
Today, game-based learning is accessible in many different industries, for four reasons:
• The success of game- and simulation-based learning in the aviation, military and healthcare industries provides a powerful proof-of-concept, and an endorsement of learning effectiveness.
• Advances in raw processing power with an attendant decrease in cost have brought game-based learning within reach.
• The development of stable, flexible game engines and toolkits are driving down the cost of development and reducing the need for 100% custom, from-scratch application developmen...
... middle of paper ...
...04; Chen & Magoulas, 2005). In summary, adaptation is the ability to modify lessons using different parameters and a set of predefined rules, in order to try to cater to the needs of all kind of learners and thus maximize the effectiveness of the learning experience.
An increasing amount of scientific publications indicates a wide research interest in exploring how mobile games can be designed and used to support a wide range of intellectual activities. Researchers and educators are looking at how to incorporate some of this new literacy into education (Rogers & Price, 2006). Promising results have been reported, although the majority of them are more driven by technology and have not always incorporated the actual learners or teachers into the design process. There are some exceptions, and in this section we will present a brief overview of some of these games.
Need Writing Help?
Get feedback on grammar, clarity, concision and logic instantly.Check your paper »
- Game design, my whole life I have dreamed of doing this, being in the field of professional video game designing. Started off when I was a child, first favorites were Mario, sonic, streets of rage, and of course mega man. My past was so magnificent and I wouldn’t dare to change a thing about it, however, not that I have most of the necessary skills I plan on at long last creating my own games, making my dreams come to life. To get to this master plan I did some research and learning an unspeakable amount of knowledge attending ITT Technical institute.... [tags: technology, video game]
869 words (2.5 pages)
- There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1).... [tags: computer based games, electronic education]
1461 words (4.2 pages)
- In the videogame industry there are many terms and processes. The latest term in class discussion was player agency and interaction. Now, from a general perspective the two terms seem similar but have different meanings in the field. In the following paragraphs allow me to explain what these terms mean and how they relate to the videogame industry. To begin with, Interaction is defined as reciprocal action, effect, or influence. When it comes to videogames players get a sense of being interactive with the world they are residing in.... [tags: conflict, players, behavior]
573 words (1.6 pages)
- “Children chosen over trained adults...to fight war…alien species: The Formics” -WSJ In Enders Game by Orson Scott Card, earth has gone through two fierce wars with an alien species called the Formics, or more commonly known as the Buggers. The first invasion, the Bugger’s were exploring life outside of their solar system. The second invasion the Bugger’s wanted to colonize earth. After the first Bugger invasion, the countries of the world decided to come together and create a single government.... [tags: invasion, risk takers, activities]
824 words (2.4 pages)
- Collaborative learning is a situation where two or more people attempt to learn something together. Dillenbourg, P. (1999). Lev Semenovich Vygotsky, (born in 1986), introduced his theory that, human development—child development as well as the development of all human kind—is the result of interactions between people and their social environments. What this states is that the development of a “higher education” is the product of comparing and contrasting ideas of others ultimately to conclude a solution to a problem as a whole or group.... [tags: Education]
525 words (1.5 pages)
- Teachers spend time on the memorization of specific words that will be on the state test, not vocabulary building exercises. Educators have pep rallies that take educational time away from lesson plans and teaching in order to have the students learn cheers expressing how well they are going to do on the state test. Excess teacher and administration time is spent figuring out game plans, not for teaching students, but rather for figuring out how to increase test scores. Meanwhile, when students are truly excited about exploring a topic in depth, they are shut down because there is no time to learn, only time to memorize items that might be on these tests.... [tags: Against Standardized Testing Essays]
1159 words (3.3 pages)
- The opportunities and environment molded who I am today. A rare opportunity in middle school created a dream. For the past couple of years, I’ve worked hard and taken opportunities to help me achieve that dream. I think a Chicago Booth MBA would be the opportunity and environment for me to further advance my dream. I first found myself interested in finance and investment about eleven years ago when I joined my school’s Profits Club. In this club, we played a game called the Houston Chronicle Stock Market Game.... [tags: Personal Statement]
905 words (2.6 pages)
- The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning.... [tags: methods, gamification, games, learning]
1410 words (4 pages)
- This paper reviews the principles of building a Teacher-student relationship that is positive, respectful and enjoying. It reflects on the importance of such relationship and what are some theorist’s opinions about such. Included are a few do’s and don’ts on how to build a healthy relationship that both benefit the teacher and the student and my opinions and understanding of each. At the end I have included a short interview with my co-worker Nilsa Torres. Torres has been a high school mentor in an after-school program in the past; however, she is now lead teacher at a community Head-Start Program in the North Philadelphia area.... [tags: the learning processs]
2445 words (7 pages)
- 1. Greg Jackson claims that creating an e-Learning business will be the best investment for Kochville State University. What are the strengths and/or limitations of Greg Jackson’s position on this matter. Greg Jackson’s proposal regarding creating an e-learning start-up is compelling but it presents both pros and cons for KSU. On the positive side, the e-learning environment is a frontier environment yet to be fully realized. According to President Drake memorandum the e-Learning environment will help propel KSU to achieve its goal of being a leading institution in utilization of technology for education field (Document A, 2014).... [tags: gender specific norms and roles]
1519 words (4.3 pages)